The invulnerability pickup grants the player a second chance for a short period of time. If the player collides with a wall the game will rewind time and allow the player to re adjust themselves. This is by far the coolest one I have created so far and by far peoples favourite.
The slow motion pickup on activation grants the player a brief moment of bullet time. This is going to be super handy for players who make it to the later parts of the game where it really speeds up. The music changes pitch and everything changes colour too which provides the player with a ton of visual feedback.
The coin multiplier increases the pickup rate of coins by x2 and also lasts for a brief period of time. I want to add some negative effects to using this though, something visual and something that makes the music react way more putting the player off.
Below are some examples of customisation options in action;
What's to Come
I have been absent on social media recently but that is all about to change! I now have a marketing plan for Retro Vision and aim to post almost every single day, so be sure to go follow the game on Twitter and Facebook.
I'm also working on implementing randomised music into the game, getting the game running on a PS4 and I have an exciting announcement to make as well as soon as I am allowed to talk about it. So be sure to stay on the lookout!
The music in Retro Vision randomised now! Each time you play a song you will have a different experience. Each song will have cut up sections that play randomly each time you start a run. Everything will still react to music as well. This is a pretty exciting mechanic as a lot of things will be possible because of it.
What Inspired Retro Visions look and Music
Retro Vision is heavily inspired by 80’s pop culture and music. Audiosurf, REZ and Super Hexagon are some of my favourite games and Tron is one of my favourite movies based on it’s visual effects. The music in the game is inspired by artists such as, Todd Terje and Lazerhawk. Go check them out!
Everyone who played the game had a great time and got what I was going for which makes me super excited to finish and release the game. I had a lot of worries showing this version of the game but thankfully they were put to rest as soon as people started playing. People really enjoyed the music too which is fantastic considering it is a music based game.
No one had any issues apart from that though! Usually there are a few people who run into walls thinking that they are gateways but I didn't have that once which is great news. Slow motion zones and fast motion zones worked as well for the most part. There are a few issues with them but nowhere near as many as I expect there to be.
How it Works
Over the course of the game the player will collect coins each time they complete a run. These coins will be used to purchase each section and song for the game. The player is able to purchase whatever they wish from the get go.
Stuff to Improve on
There are quite a few issues with the customisation screen at the moment. In play tests people tend to skip it, which is a huge issue as this is one of the key parts of the game. I’m aiming to come up with a fix for this soon.
Who am I
My name is Kyle McKellar and I am a Game Designer that graduated from the Academy of Interactive Entertainment last year. I’ve worked on multiple projects such as Super Death Fortress from Flat Earth Games, Deja Who from Amelus Digital and Malice from Intuitive Game Studios.
My Journey so Far
I have been working on Retro Vision for around a year and a half now. I first started working on it while in my second year at the Academy of Interactive Entertainment. The publisher, Nnooo who have created titles such as Escape Vector and Cube Men, eventually picked it up after seeing it on the Academy of Interactive Entertainment website. Over the course of the year and a half I have been to PAX Australia, RTX, GX and more. All of which have been fantastic. The next step in my journey will be AVCON, which is coming up mid next month.
Retro Vision is a part of the PSFirst initiative through Nnooo. This grants students and upcoming developers access to Dev Kits and other PlayStation resources. This has been super beneficial for me and
considering it is my first major release it’s a fantastic opportunity.